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SKKmods

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SKKmods

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  1. SKKmods
    SKKmods
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    ********************************************************************************
    All SKK ESM based mods published for Starfield are tested compatible
    with the Shattered Space DLC update 1.14.70
    (yes of course that includes Fast Start and Trigger NG+).
    ********************************************************************************
    To start the DLC01 Shattered Space quest you must complete MQ101
    One Small Step or the equivalent NG+ ALT universe MQ401 quest.
    REF: SFBGS001_MQ01__MQ101CompleteConditionFormList
    ********************************************************************************

  2. gyom999
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    I think I found a bug: If you get caught committing a crime, like stealing stuff for the first time (we're pirate after all), when you get arrested by the security then it bugs outs (character stuck, can't move). My guess is that it tries to start the UC Vigilance quest since the guard says it has "special orders" for me, but can't because of the mod's changes.

    Same thing happens if you get caught smuggling stuff. You get hailed and again, "special orders" and bugs out.

    Edit: Note that I haven't complete the crimson fleet quest yet, so idk if completing it and siding with the crimson fleet changes anything since I guess you can't start that quest after you do.
    1. SKKmods
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      Important: did you choose to be friendly spy or hostile to sysdef ?
    2. gyom999
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      Hostile to the Sysdef
    3. KunSachu
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      Same problem here,
       Any news about it ?
      I decided to be hostile to SysDef
    4. SKKmods
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      Try console [ set 0007c702 to 1 ] without the square brackets (MQ204_TurnOffCF01Arrest)
    5. molohatme
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      I've encountered the issue with similar circumstances (UC "special" arrest with hostile SysDef).
      I've tried to use the `set 0007c702 to 1` but it made no difference, both before and after using the command I have the same "special" arrest dialog.
    6. molohatme
      molohatme
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      Doing some looking at guard quests I noticed that there are two guard quests with the "special" arrest. The GLOBAL:MQ204_TurnOffCF01Arrest is disabling only one of them.

      I did following quest reset to make disable the "special" arrest:
      resetquest 9136
      startquest 9136 1
      setstage 9136 2
      setstage 9136 175
      setstage 9136 205 (stage used to transport to Vigilante and used to disable "special" arrest in conditions)
      setstage 9136 245
      setstage 9136 250
      setstage 9136 350 (disables Sebastian Lynne that is left standing in Cydonia when using the mod)
      setstage 9136 1000
      completequest 9136
      All the other stages above, apart from 205 and 350, are there from your mod initialization, did use sqs 9136 to get those.

      The quest does stay in the completed log after those commands, in your mod it is gone.
  3. jramsi20
    jramsi20
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    Really appreciate the mod. I'm testing various mods and at some point, I started to be blocked from landing on planets (except at already revealed locations) on new game. Wondering if you have any ideas where to look in my LO for the kind of mod that could possibly cause that? Obviously not an issue with this mod, just not sure where to look.
    1. SKKmods
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      Most likely something is messing with the procedural generation that creates a landing zone in the middle of each 8Kx8K worldspace. Drop any POI mods.
    2. jramsi20
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      Much appreciated!
  4. Yog6xSothoth
    Yog6xSothoth
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    I still use this mod works great ...and with this mod https://www.nexusmods.com/starfield/mods/12125?tab=posts its a win win ...ty.
  5. PopcornTime
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    This is HOT stuff SKK. Thanks. My only regret is that I didn't see this earlier.
    I just tried this today: It gives me STOP CODE 3. I am not level 1. Which is not true, I have no save files in my game. I am starting a new game. Its the only Start Up mod I have.
    What could be causing this?
    1. Lucjan
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      I know this is an old one, but I just run into the same Code 3 problem yesterday while starting a new game and figured I leave a bit of info here if someone stumbles upon the same issue: if you have any mods that alter XP, especially quest related XP, make sure to disable them when starting a new game with Crimson Start. Even though you might not get any XP yet as you just started the game, you still get code 3. 
      For reference, I used a mod that alters quest XP based on level and another one that changes XP for exploration. Both had to be disabled in order to not get the Stop Code 3 error.
  6. GypsyBlack
    GypsyBlack
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    Hello.....Love your work, you do a great job! Is there a possibility of an update? Since the new update, I havent been able to get this mod to work properly.
    1. SKKmods
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      Update what ? Working perfectly fine here.
  7. ReptiloidEx
    ReptiloidEx
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    I started doing psycho assignments, and coming out of the Box, I was attacked by an immortal bounty hunter. He was unkillable. could it be related to this mod, or to the fact that before that I destroyed a huge number of ships of the united colonies?
    1. SKKmods
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      This mod knows nothing about and touches nothing related to colonists or bounty hunters.

      It lists the quests it does touch.
    2. ReptiloidEx
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      Great. Thanks a lot for the mod, it's a great job! so I caught another bug in this game.
  8. AdonisGaming93
    AdonisGaming93
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    Any chance to incorporate this into your default Fast Start mod? I don't really wanna keep switching them on and off back and forth depending on what character I want to make :(
    1. SKKmods
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      No their settings are completely different and conflict.

      Moving the star between them in plugins.txt on a desktop shortcut takes me 10 seconds (I dont mess about with mod organisers).
    2. AdonisGaming93
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      ah gotcha, I don't mind turning it off when I don't need a pirate character just figured I would ask. Thank you for all your work though, awesome mods!
  9. misapheonix
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    This is a heck of an advancment from your Fast Start idea! It's also better even than the Fallout 4 random start, because you are affecting quests and advancing them, via choice no less!
    I still wanna see a mod that lets you pick how far you want to skip into the story and just drop in it (it's fine if all choices are made via a default). You up to that task yet or need more practice  with the new mod tools? xP
    1. SKKmods
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      Firstly Creation Kit has nothing to do with it, what I do is pure script and that could have been done back in November with Champollion and Caprica. But it is of zero interest to me.
    2. misapheonix
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      Oh yeah, true haha! That's fair. So you think you could do the same, with scripts? Pick quest and drop into it? :o 
    3. SKKmods
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      We may be using different language or cognition here:

       that could have been done back in November with Champollion and Caprica. But it is of zero interest to me.

      I suspect this will not end well.
    4. misapheonix
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      AAh, I suspected that too xP It was hard to say as you could be only referring to using CK generally lol
      Strange that you'd go as far as quest dropping for specific faction, but not anything else? Not trying to force you into anything, just curious about modders' mindset :D Unless ofc you're disinterested in that also xP
    5. SKKmods
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      You will learn more if you read www.skkmods.com/about

      ps you aint going to force anything here, chum.
    6. misapheonix
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      Ohh, never noticed this section before haha! Wow, quite the portfolio. I imagine you will be hired professionally rather quick, should it become a desire :D 
    7. misapheonix
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      Yes, I know, and thank goodness for that! xP
  10. ViralArchitect
    ViralArchitect
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    I love this idea. I hope it would be possible to integrate both mods at some point to work together, or into a single mod with more start types.
    1. siodhe
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      ViralAchitect is right:  A unified SKK mod of alternate starts (with pirate being one) as well as a way to just pass through it to a normal start as though it weren't there (so you don't have to toggle these on and off), would be awesome.
    2. SKKmods
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      For many and varied actual TECHNCIAL reasons that can never happen in a QUALITY solution.

      Yes something could be hacked togehter, but it would be crappy and inconsistent.
  11. sandmoose13
    sandmoose13
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    Still working after CK update?
    1. SKKmods
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      of course, ck has noting to do with it.
    2. sandmoose13
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      YEEAAAAH BUDDY! 
      Since my saves are ruined from having mods that couldn't be removed or updated mid play through, Ill have to restart again. I dont mind since there are so many mods about to come out. The point is that this mod is one my favs. I make one normal character, and one using your mod. Very fun to be a pirate in this game.